New in Version 1.8
In this version, there are again major changes to the system of happiness, the
system of debts and the technology level (formerly speed level).
There are the new mechanics "mineral richness" and "trade goods" which, among other
things, replaces energy regeneration.
Furthermore, there are two new ship types: the
invasion ship and the
tech ship.
Changes to happiness
Happiness no longer affects construction time, scrapping time and ship speed
For construction time, scrapping time and ship speed, the unhappiness (maximum happiness − happiness) was added. This has been removed. Happiness now plays a greater role in other areas.
Happiness is per pop
Large systems now need more happiness points than small systems.
Ship happiness is more important and decreases the longer the trip takes
The happiness of the ships drops by one point every 10 years of travel time.
It is therefore better to keep the travel time short.
The start is refused if the ship cannot reach the destination with a happiness
greater than 0.
In addition, the happiness of the ships is now more important:
- Probes now send happiness ⋅ 10 instead of 100 years
- Colonies now get the happiness of the colony ship instead of 9
- The happiness of battleships is important in battles (new battle algorithm)
- When a battleship is moved to another star system of the Empire, it lowers
the happiness points by system happiness − ship happiness
if it has a lower happiness than the system.
The reason for this is that soldiers drag the mood down when they are unhappy. In the worst case, they riot, loot and rape. - Happiness is also important for the new ship types invasion ship and tech ship
- The culture ship raises the happiness points by ship happiness − system happiness if the culture ship has a higher happiness than the system.
New battle algorithm
An enemy battleship in a system leads to a battle.
Battleships from several players arrive at the same time
If battleships from several players arrive at the same time, which rarely happens, the strongest player must be determined first.
For this purpose, the combat strengths (= happiness) of the individual
battleships are added together.
If battleships arrive from the current system owner that could not be stationed
due to lack of free population, these ships are also taken into account.
The combat strength of the second strongest player is subtracted from the player with the highest combat strength.
If the strongest player is also the system owner, the battle is over.
If not, he attacks the system.
Combat strength of the system
The combat strength of the system is calculated from the happiness points of the system and the combat strength (=happiness) of the stationed battleships.
The system was successfully defended
If the combat strength of the system is greater than that of the attacker, it has been successfully defended.
Max(stationed battleships, Trunc(attacker's combat strength / system happiness)) stationed battleships are destroyed. And the attacker's combat strength is reduced by the combat strength used for the destruction.
The rest of the attacker's combat strength is subtracted from the defender's happiness points; the combat strength that exceeds the combat strength of the stationed ships is subtracted twice.
The system has been conquered
If the attacker's combat strength is greater than that of the system, it has been conquered.
The system's happiness is set to rebellion, debt to 0 and population development is set back by 50 years.
If the system has been colonized for less than 50 years, it will be destroyed by the battle.
Invasion Ships
The purpose of an invasion ship is to put down rebellions
To put down a rebellion (happiness = 0), you
have to send invasion ships into the system.
On arrival the invasion ship's happiness is added to the system's happiness
points, but up to a maximum of 1 point per pop.
So you can increase the happiness to 'strike' (happiness = 1).
But before you send a invasion ship, remember that the happiness drops by one point every 10 years. So the travel time to destination should not be too long.
The reason that the system becomes more happy is because many unhappy rebels
are killed.
The invasion ships are destroyed in the process.
The suppression of a rebellion throws back the population growth of a system by up to 25 years.
Tech Ships
The purpose of the tech ship is to increase the tech level in the destination system. This allows you to boost systems that cannot launch so many spaceships.
Until now, culture ships have been used for this.
This has the disadvantage
that the tech points are only increased after the system has the full number of
happiness points points.
The tech ship raises the tech points by ship (tech level − system tech level) ⋅ ship happiness. if the tech ship has a higher tech level than the destination system.
Revised debt system
My aim is to keep the amounts of debt smaller and to eliminate some inconsistencies in the game mechanics.
For smaller amounts, all income and expenditure must inevitably be lower.
The amounts are reduced to 1/5 with the following changes.
Construction costs
Ship construction now only costs ship points ⋅ 2 instead of ship points ⋅ 10
Scrapping revenue
Scrapping only gives ship points instead of ship points ⋅ 5
Ship launch
Launching ships only costs ship points instead of ship points ⋅ distance
Maximum debt per system
Since ship launches now always cost the same for each ship type, it is possible
to limit the maximum debt per system.
Only 20 debt are possible per pop. The starting system therefore initially has
100 debt.
The debts also include the construction costs of the stationed ships.
This also means that new colonies without a population no longer have any debt.
Simplified trading formula
max dest debt: Maximum debt of the destination system
dest debt: Debt (incl. construction costs of the stationed ships) of the destination system
max add debt = max dest debt − dest debt
Trade income is now
Max(0, Min(distance ⋅ ship happiness, max add debt)).
Spectrum of the starting system and happiness of the destination system
no longer appear in the formula.
Mineral Richness and Trade Goods
Each system now has a mineral richness.
They are: Ultra Poor, Poor, Abundant, Rich and Ultra Rich.
(The names are exactly the same as in Master of Orion)
The mineral richness is determined from the beginning, but like the maximum pop. and in contrast to the spectral type, it must first be explored.
To start a trade ship, you must now have at least 100 trade goods.
These build up automatically per pop. and year up to a maximum of
100 trade goods * pop.
How many trade goods are built up per pop. and year depends on the mineral
richness:
Ultra Poor=1, Poor=2, Abundant=3, Rich=4 and Ultra Rich=5.
When a trade ship is launched, 100 trade goods are removed from the system.
The throne ship works in a similar way to a trade ship.
This means that if there are enough trade goods for a trade ship, they are
subtracted when the throne ship launches and the system's debt is increased on
arrival.
If there are not enough trade goods available or the system no longer belongs
to you, the throne ship can still launch, unlike the trade ship.
In this case, no debts are increased on arrival.
No more energie regeneration
The "energy regeneration" game mechanic is no longer necessary.
Changes to the tech level
Culture ships no longer increase the tech level, this is now done by tech ships.
The tech points generated at ship launch now equals the research value
multiplied by the ship points.
Previously, the tech points generated were equal to the ship points.
The research value depends on the spectral type: A=5, F=4, G=3, K=2 and M=1.
Changes to the UI
The map shows how long it takes for a pop to become available
Construction time, scrapping time and time until the next population growth can
now be read on the map.
The ships respectively the years until the next population growth are displayed
on a white/green background at the position of the pop.
The proportion of the green area shows how much time has already passed.
Color scheme:
- red background, yellow ship: Planned construction
- blue background, yellow ship: Planned ship launch
- black background, yellow ship: Planned scrapping
- white/green background, red ship: Under construction
- white/green background, blue ship: Scrapping
- white/green background, black number: Population growth
Further changes to the UI
- Planetary nebulae in the background
- Some statistical data can now always be called up, not just when the game is over
- Tables now have a sticky header
- There is a new help dialog that displays the "How to Play" help (previously in the burger menu) and the help for the different ship types (previously in the star info).
- If a ship cannot be built or started, the corresponding button is no longer
deactivated but displayed in black.
If you click on it, the reason why the command cannot be executed is displayed.
All foreign events, except ship launches, removed
The reason was that the events often could not be determined correctly and were not particularly helpful anyway.
These foreign events have been removed:- Construction Started
- Constructed
- Ship Arrived
- Ship Scrapped
- Ship Lost